Alarmed
A character who senses trouble: it shifts away to one side, tilts, holds its arms out, and every few seconds flinches.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Alarmed fits a character who is uneasy: hearing a noise in the dark, watching someone carry a wobbling stack of plates, waiting to see if the dog will bite. It is calmer than a full fright, so it can last through several lines of dialogue. The flinch every few seconds keeps the tension alive; time a scary line to land on a flinch and the reaction looks deliberate.
The principle it shows: timing
The flinch is a lesson in timing. It comes from a wave raised to the power of 6, which keeps it near zero almost all the time and then makes it spike: for a moment the body drops 8 pixels and squashes 6%, then it is gone. A twitch that is short and rare startles; the same movement spread evenly over time would look like a gentle bob. The rest of the move is slow and steady, so the flinch stands out.
The program, line by line
when it starts
abssin wave on dy · w 2.5 · amp -10
possin wave on dy · w 1.7 · amp 8 · power 6
sin wave on dx · w 1.3 · amp 6 · offset -20
sin wave on rot · w 1.1 · amp 2 · offset -4
sin wave on sx · w 2.5 · amp -0.01
sin wave on sy · w 2.5 · amp 0.015
possin wave on sy · w 1.7 · amp -0.06 · power 6
sin wave on left arm · w 4 · amp 6 · offset -32
sin wave on right arm · w 4 · amp -6 · offset 32when it starts— begins when the move is put on a character.abssin wave on dy · w 2.5 · amp -10— small nervous lifts of 10 pixels, about every 1.3 seconds.possin wave on dy · w 1.7 · amp 8 · power 6— the flinch.possinkeeps only the positive half of a sine wave; raising it to the power of 6 squeezes that half into a narrow spike. Every 3.7 seconds the body drops 8 pixels for a fraction of a second.sin wave on dx · w 1.3 · amp 6 · offset -20— the body is held 20 pixels to one side and drifts 6 pixels around there.sin wave on rot · w 1.1 · amp 2 · offset -4— tilted 4 degrees and rocking 2 degrees around that.sin wave on sx · w 2.5 · amp -0.01andsin wave on sy · w 2.5 · amp 0.015— a small breath of width and height.possin wave on sy · w 1.7 · amp -0.06 · power 6— at the same moment as the flinch, the height squashes 6%.sin wave on left arm · w 4 · amp 6 · offset -32and the mirrored right-arm line — the arms held 32 degrees out from the body, wobbling 6 degrees.
Try this
Lower the flinch's power from 6 to 2. The sharp twitch becomes a long, slow dip, and the character looks seasick instead of jumpy, a good way to see what the power of a wave does.
In the program:
wave · pow6→2Move the lean-away from 20 pixels to 60. The character now edges a long way off to one side, as if it wanted to get as far as it can from whatever is there.
In the program:
wave · offset-20→-60
How it differs from Cower
Cower is pure fright: the arms higher (46 degrees), the body shorter, and a fast tremble that never stops. Alarmed is the wary stage before or after it, with a steady lean-away and a single sharp flinch every few seconds.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, arms |
| 4 legs (a dog) | yes | whole body, front legs |
| no legs (the monster with no legs) | yes | whole body, arms |